HLOD build fails depending on the value of Loading Range in the World Settings

UE - LD & Art - World Building - HLOD - Jun 14, 2022

HLOD actors are generated on the outliner, but no geometry is generated. An error occurs in the output log. ...

Crash while using Geometry Scripting to add an Array of Vector 2D data to 'Append Buffers to Mesh' node UV0 input pin

UE - LD & Art - Modeling Tools - Jun 13, 2022

Geometry Scripting plugin isn't available for 4.27.2, and the behavior is the same 5.0.1. Crash while using Geometry Scripting to add an Array of Vector 2D data to 'Append Buffers to Mesh' node UV0 ...

C++ Actor Component is removed from Actors in scene when the Editor is restarted

UE - Foundation - Jun 8, 2022

This is a regression tested in //UE4/Release-4.27 CL#18319896 C++ Actor Component is removed from Actors in scene when the Editor is restarted. ...

GPU Lightmass ignores IES Profiles on Static Lights while building lighting

UE - Rendering - Jun 8, 2022

This is a regression tested in //UE4/Release-4.27 CL#18319896 GPU Lightmass ignores IES Profiles on Static Lights while building lighting. Tested with different Global Illumination and Reflection s ...

Some Niagara Fluid systems are not visible in a packaged project

UE - Rendering - Niagara - Jun 7, 2022

Previously packaging caused a crash with this system. This was fixed, but now the system is no longer visible when packaged. ...

Crash when changing details of an animation in an Animation Composite

UE - Anim - Jun 7, 2022

This is a regression tested in //UE4/Release-4.27 CL#18319896 Fatal error is thrown and the Editor crashes when changing details of an animation in an Animation Composite. ...

Improper include generated when C++ class is in a subdirectory

UE - Editor - Framework - Jun 7, 2022

This is not a regression from 4.27.2, however, a similar issue was fixed in 4.26. Generating a C++ class that is in a subdirectory generates the #include "Subdirectory/Class.h" instead of #include ...

When TSR is enabled, the maximum brightness is clamped to about 16000.

UE - Rendering - Jun 7, 2022

You can also check it by enabling real-time rendering in the NewMap.umap of the attached project, and then clicking on "High Resolution Screenshots". (You may need to disable and enable post-process ...

"Windows Principal functionality is not supported on this platform" when packaging for iOS on Mac

UE - Platform - Mobile - Jun 7, 2022

Thread here: https://github.com/dotnet/standard/issues/1279 ...